-Demos:
*added ImGUI styles *added new assets (fonts, shaders) *added cimgui.dll *added imports for bindbc-sdl (for WASM) *added simple demo *added demo launcher *added snake demo *impoved demo utils *added cimgui.bc library for WASM -improved wasm build script -small change in vector
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demos/external/wasm_imports/bindbc/sdl/bind/sdlkeyboard.d
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demos/external/wasm_imports/bindbc/sdl/bind/sdlkeyboard.d
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// Copyright Michael D. Parker 2018.
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// Distributed under the Boost Software License, Version 1.0.
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// (See accompanying file LICENSE_1_0.txt or copy at
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// http://www.boost.org/LICENSE_1_0.txt)
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module bindbc.sdl.bind.sdlkeyboard;
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import bindbc.sdl.bind.sdlkeycode : SDL_Keycode, SDL_Keymod;
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import bindbc.sdl.bind.sdlrect : SDL_Rect;
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import bindbc.sdl.bind.sdlscancode : SDL_Scancode;
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import bindbc.sdl.bind.sdlstdinc : SDL_bool;
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import bindbc.sdl.bind.sdlvideo : SDL_Window;
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struct SDL_Keysym {
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SDL_Scancode scancode;
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SDL_Keycode sym;
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ushort mod;
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uint unused;
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}
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version(BindSDL_Static) {
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extern(C) @nogc nothrow {
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SDL_Window* SDL_GetKeyboardFocus();
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ubyte* SDL_GetKeyboardState(int*);
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SDL_Keymod SDL_GetModState();
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void SDL_SetModState(SDL_Keymod);
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SDL_Keycode SDL_GetKeyFromScancode(SDL_Scancode);
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SDL_Scancode SDL_GetScancodeFromKey(SDL_Keycode);
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const(char)* SDL_GetScancodeName(SDL_Scancode);
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SDL_Scancode SDL_GetScancodeFromName(const(char)*);
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const(char)* SDL_GetKeyName(SDL_Keycode);
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SDL_Keycode SDL_GetKeyFromName(const(char)*);
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void SDL_StartTextInput();
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SDL_bool SDL_IsTextInputActive();
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void SDL_StopTextInput();
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void SDL_SetTextInputRect(SDL_Rect*);
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SDL_bool SDL_HasScreenKeyboardSupport();
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SDL_bool SDL_IsScreenKeyboardShown(SDL_Window*);
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}
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}
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else {
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extern(C) @nogc nothrow {
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alias pSDL_GetKeyboardFocus = SDL_Window* function();
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alias pSDL_GetKeyboardState = ubyte* function(int*);
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alias pSDL_GetModState = SDL_Keymod function();
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alias pSDL_SetModState = void function(SDL_Keymod);
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alias pSDL_GetKeyFromScancode = SDL_Keycode function(SDL_Scancode);
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alias pSDL_GetScancodeFromKey = SDL_Scancode function(SDL_Keycode);
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alias pSDL_GetScancodeName = const(char)* function(SDL_Scancode);
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alias pSDL_GetScancodeFromName = SDL_Scancode function(const(char)*);
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alias pSDL_GetKeyName = const(char)* function(SDL_Keycode);
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alias pSDL_GetKeyFromName = SDL_Keycode function(const(char)*);
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alias pSDL_StartTextInput = void function();
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alias pSDL_IsTextInputActive = SDL_bool function();
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alias pSDL_StopTextInput = void function();
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alias pSDL_SetTextInputRect = void function(SDL_Rect*);
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alias pSDL_HasScreenKeyboardSupport = SDL_bool function();
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alias pSDL_IsScreenKeyboardShown = SDL_bool function(SDL_Window*);
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}
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__gshared {
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pSDL_GetKeyboardFocus SDL_GetKeyboardFocus;
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pSDL_GetKeyboardState SDL_GetKeyboardState;
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pSDL_GetModState SDL_GetModState;
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pSDL_SetModState SDL_SetModState;
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pSDL_GetKeyFromScancode SDL_GetKeyFromScancode;
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pSDL_GetScancodeFromKey SDL_GetScancodeFromKey;
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pSDL_GetScancodeName SDL_GetScancodeName;
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pSDL_GetScancodeFromName SDL_GetScancodeFromName;
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pSDL_GetKeyName SDL_GetKeyName;
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pSDL_GetKeyFromName SDL_GetKeyFromName;
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pSDL_StartTextInput SDL_StartTextInput;
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pSDL_IsTextInputActive SDL_IsTextInputActive;
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pSDL_StopTextInput SDL_StopTextInput;
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pSDL_SetTextInputRect SDL_SetTextInputRect;
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pSDL_HasScreenKeyboardSupport SDL_HasScreenKeyboardSupport;
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pSDL_IsScreenKeyboardShown SDL_IsScreenKeyboardShown;
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}
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}
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